Sure; here's the code with the WINSTART def:

Code:
/*
	Aaaaa! - Main script entry point.
	Copyright (c) 2002-2009 Dejobaan Games, LLC.
	Confidential and proprietary and such.

	1. Modal Definitions
	2. Includes and Binds
*/


// --------------------------------------------------------------------------------------------------------------------------------------------

//
// 1. Modal Definitions held over from Inago Rage
//

// This tells the game that it's Inago Rage:
define MODE_INAGO,1;

// Uncomment this if we're building the demo distribution:
// define MODE_INAGO_DEMO,1;

// Other elements are automatically defined based on the above:
IFDEF MODE_INAGO;
	IFNDEF MODE_INAGO_DEMO;
		define MODE_INAGO_FULL,1;
	ENDIF;
ENDIF;
IFDEF MODE_INAGO_DEMO;
	define MODE_ANY_DEMO,1;
ENDIF;
IFNDEF MODE_ANY_DEMO;
	define MODE_ANY_FULL,1;
ENDIF;


// Pathing considerations:
path "Catalog";
path "Images";
path "Models";
path "Fonts";
path "..\\3DGS Misc\\Font Stamper";
path "..\\3DGS Misc\\Menu Wrangler";
path "..\\3DGS Misc\\Building Generator";
path "Source";
path "Titan Builder\\Titan Pieces";

// The game's version number (v1.10):
var inago_version = 110;



// --------------------------------------------------------------------------------------------------------------------------------------------

//
// 2. Includes and Binds
//

// Source files are separated into multiple units for tidiness:
include <definitions.wdl>;
include <skills.wdl>;
include <sound.wdl>;
include <images.wdl>;
include <Materials.wdl>;
include <objects.wdl>;
include <graphics.wdl>;
include <utility.wdl>;
include <user_interface.wdl>;
include <movement.wdl>;
include <particles.wdl>;
include <ai.wdl>;
include <enemy_generator.wdl>;
include <building_generator.wdl>;
include <items.wdl>;
include <evs.wdl>;
include <font_stamper.wdl>;
include <menu_wrangler.wdl>;
include <building_generator.wdl>;
include <module_gauges.wdl>;
include <Map_Select.wdl>;
include <Item_Select.wdl>;
include <Post_Play.wdl>;
include <Savegame.wdl>;
include <Events.wdl>;

// Here's the bulk of our actual game:
include <altitude.wdl>;
include <Bind.wdl>;

// Binding files for publish:
bind <bass.dll>;
bind <freeimage.dll>;
bind <structure_6.wmb>;

// Startup window:
WINDOW WINSTART {
	MODE STANDARD;
	SIZE 710, 355;
	BG_PATTERN <STARTER.PCX>, OPAQUE;
	PROGRESS RGB(0, 0, 0), 20, 5, 337, 705, 18;
	TITLE "AaaaaAAaaaAAAaaAAAAaAAAAA!!!";
}


> Limiting the title length is certainly a serious restriction to artistic freedom.

It was more that there was no error message to point to this cause that was a problem; I had to poke around to figure out what was happening.


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